The problem with many mobile games is that they’re made with a controller in mind. Developers don’t build a release for smartphones; instead, they create downloadable titles based on old console ideas. There are shooters, hack and slashers, ports of… Continue Reading →

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The problem with many mobile games is that they’re made with a controller in mind. Developers don’t build a release for smartphones; instead, they create downloadable titles based on old console ideas. There are shooters, hack and slashers, ports of 80s classics and the occasional twin-stick shooter. And the way to make all these genres playable is to turn the touch screen into a virtual gamepad.
It’s serviceable but not the most enjoyable way to play. Your own fingers get in the way. The screen gets cluttered. The interface can be confusing. There are controllers available for iOS and Android devices, but they’ve had limited success and support. But the Moga by Power may change all that.
Here's the Moga and the loaner Samsung Galaxy S III the team sent out
It’s a peripheral that looks like a conventional gamepad, but the center folds out into an easel of sorts, where players can attach their smartphone. It connects wireless to the device, and with the Moga Pivot App, it’s optimized for dozens of games and is supported by a solid cadre of publishers.
I had a chance to test it out recently and came away impressed. The review unit came with a loaner Samsung Galaxy S III phone that came installed with several games. The setup was easy and playing the games felt right on the system. I’m impressed with the build quality of the peripheral and how it changes the gameplay experience.
What once was unplayable -- first-person shooters and open-world games -- was now fun. The Moga’s two analog sticks made this possible along with the two shoulder and four face buttons. As I played more, I discovered that the classic games were the ones that benefited most from the controller.
First-person shooters such as NOVA 3 are actually playable now.
Titles such as Pac-Manand Sonic CD gave me flashbacks to the days in front of a CRT television. The Moga was responsive and was comfortable in my hand. Everything worked perfectly with minimal fuss. The rumble from smartphone could even be felt on the controller.
The only problem with it is that I wish the peripheral had more weight balance. Players will have to install two AAA batteries in the device but that can’t counterbalance the heaviness of a smartphone. I also wish you could bend the easel more so that the screen were flatter. As it is now, the viewing angle is odd.
Lastly and maybe this is a review unit issue, but the shoulder buttons felt too stiff. I wish they were mushier. As I played several games, they had more of clicky quality. The move made games like N.O.V.A. slightly awkward to play. But it’s still an improvement over the old way of swiping around a screen to look and tapping to zoom.
If this takes off, it could change how mobile games are perceived and played. To hard-core gamers, mobile games will be seen as viable alternatives to the Nintendo 3DS and PlayStation Vita. But that’s a big if. Developer adoption is key, and PowerA is off to a good start with Gameloft and Sega in the fold. The second obstacle is that right now, the system is for smartphones and tablets running Android 2.3. They need iOS support for it to truly take off.
You can find the Moga in stores Oct. 21 (That's today). It sells for $49.95 and comes with free downloads for Sonic CD and Pac-Man.
Want to know what Gieson Cacho is playing? Follow him on Twitter. ]]>http://blogs.mercurynews.com/aei/2012/10/20/can-this-peripheral-change-portable-gaming/feed/4IMG_9496IMG_9507IMG_9498By: TwitterButtons.com